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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>GLSL ternary operator should be evaluated after previous operands in a sequence</title>
<link rel="stylesheet" href="../../../resources/js-test-style.css"/>
<script src="../../../resources/js-test-pre.js"></script>
<script src="../../../resources/webgl-test-utils.js"></script>
</head>
<body>
<canvas id="canvas" width="64" height="64"> </canvas>
<div id="description"></div>
<div id="console"></div>
<script id="vshader" type="x-shader/x-vertex">
attribute vec3 aPosition;

void main() {
    gl_Position = vec4(aPosition, 1);
}
</script>
<script id="fshaderSequenceSideEffectsAffectTernary" type="x-shader/x-fragment">
precision mediump float;

bool correct = true;

uniform float u;

float wrong() {
    correct = false;
    return 0.0;
}

void main() {
    // ESSL 1.00 section 5.9, about sequence operator:
    // "All expressions are evaluated, in order, from left to right"
    // Also use a ternary operator where the third operand has side effects to make sure
    // only the second operand is evaluated.
    float a = u; // Expected to be -0.5
    float green = (a++, a > 0.0 ? 1.0 : wrong());
    gl_FragColor = vec4(0.0, correct ? green : 0.0, 0.0, 1.0);
}
</script>
<script type="text/javascript">
"use strict";
description("Ternary operator should be evaluated after previous operands in a sequence");
debug("");
debug("This test is targeted to stress syntax tree transformations that might need to be done in shader translation to unfold operators.");
var wtu = WebGLTestUtils;
function test() {
  var gl = wtu.create3DContext("canvas");
  if (!gl) {
    testFailed("WebGL context does not exist");
    return;
  }
  wtu.setupUnitQuad(gl);

  debug("");
  debug("Expression where first operand of a sequence operator has side effects which affect the second operand that is a ternary operator");
  var prog = wtu.setupProgram(gl, ["vshader", "fshaderSequenceSideEffectsAffectTernary"], ["aPosition"], undefined, true);
  var u = gl.getUniformLocation(prog, 'u');
  gl.uniform1f(u, -0.5);
  wtu.clearAndDrawUnitQuad(gl);
  wtu.checkCanvas(gl, [0, 255, 0, 255]);

};

test();
var successfullyParsed = true;
finishTest();
</script>
</body>
</html>

